Welcome to Oceanic Gaming

Oceanic Gaming is an Online Gaming Community, based in the Oceanic region.

While we are mostly from Australia/New Zealand, we welcome like-minded, mature gamers from all around the world. 

Oceanic Gaming is home to Rusted World and Oceanic ARK!

We're so pumped that you're here, and we can't wait to see you around!

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  • Announcements

    • Maverick

      New Website   01/06/17

      If you are seeing this, then you have made it to the new website of Oceanic Gaming!! We have ported across old content from our previous forum that still has some relevance. We will be working over the next few days to continue building our new forums. Enjoy! Maverick
    • System-Zero

      Blackwake Servers UP   02/27/17

      Our Blackwake servers are now operational. See you guys on the high seas!
    • Maverick

      Oceanic News [March 2017]   02/28/17

      Hello! Well! A lot has happened so far, in 2017!! Click here to see the full post...
    • System-Zero

      Blackwake competition winner!   03/02/17

      The winner of our blackwake competition has been announced! Well done to Bella Lewis. PM your steam details to me at your earliest convenience. Enjoy your copy of Blackwake and we hope to be sailing with you soon!
    • System-Zero

      We're on Twitch!   03/07/17

      We're now broadcasting via Twitch! A few of the community members will be getting together each Sunday to host Sh*tFaced Sundays! Grab a tasty beverage and watch us play some of our favorite games. Follow us at https://www.twitch.tv/oceanicgamingnetwork

All Activity

This stream auto-updates   

  1. Today

    Good afternoon, you galloping love fruit-bats. Here we are again, back with another newsletter! We've finalized our roadmap and development milestones for the final stretch of the Early Access process, meaning we're now barreling towards the endgame. On said roadmap are things like the combat revamp, additional items, content revamp and a host of other goodies we'll share on stream and in these newsletter in the coming months. The volcano and jungle will become available at launch, whereas the new combat paradigm will definitely roll out on PC before May 8th. Project Content Rebalance will hopefully make it to PC players pre-launch, but may be moved back depending on when the work is finished. Gold Build and submission processFollowing up on what we mentioned last week, we have now moved into a crunch period to get everything ready and finalized for physical discs, aka "The Gold Build". This is the build what will be on the discs you buy in a store. It's a fully functional game that players can pick up and play without the need for an Internet connection. We can't assume that people will patch, since not everyone has Internet access 24/7, so this build needs to be stable and contain everything players expect. From a bug-fixing perspective it means prioritizing serious bugs that block player progress The submission and certification process runs through January and February and the Gold Build needs to be locked in and ready for print about 6-8 weeks before full launch. The reason for this is that printing physical discs happens in one location, while packaging the physical editions takes place in a different location. Only certain printing houses are authorized to print console discs, so we have to work around their capacity and lead time requirements. On PC things are more relaxed. There's more flexibility in terms of where the discs are printed. Once the Gold Build is approved the devteam will switch focus to the day 1 patch for PC and consoles. The day 1 patch will include less critical fixes as well as some content changes which did not make it into the Gold Build. If you're interested in reading more about Day 1 Patches there's a great blog post from Rami Ismail on the topic over on Kotaku. Early Access players on PC will continue to see some patches and updates, albeit somewhat less frequently. For Xbox players it means there won't be an Update 32 Parity Patch until March at the earliest. Once the submission and certification process begins Microsoft doesn't allow us to add anything to the current Game Preview version of the game. We apologize for not being able to release this patch sooner, and thank you for your patience. What the teams have been working on in the past week:Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. To not make this newsletter overly long we're only sticking to the highlights. Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant. Berserkers Hey, would you look at that! Two-handed swords! These are scheduled to come out at launch, and players can craft them out of Stone, Iron, Steel, Hardened Steel and Starmetal. Much like the hammers, they're big and heavy, taking a long time to swing, but also deal a lot of damage once they connect to an opponent. Secondly, sprinting with weapons and tools is back! This was removed a while back, partly in order to deal with lag jousting, where players would use server latency to win combat encounters. The other reason was to highlight the difference between being in and out of combat. Sprinting away from an encounter is the defining factor that differentiates being in, or out, of combat. However, after both taking your feedback into account and seeing that lag jousting is essentially eliminated with the new combat paradigm, we're making it so you can sprint with weapons and tools again. We fired off a second combat playtest on Friday, with a ton of changes and updates from the previous test (like sprinting with weapons!). There's still experimentation going on in terms of stamina management, health regeneration and damage numbers, but we're steadily moving towards a version that we think will be balanced and fun, and once we are at that stage we will deploy to Testlive servers to hear your feedback and suggestions! VanguardVanguard's main task at the moment is getting builds ready for certification, making sure they meet all the necessary requirements set by Microsoft and Sony. Pretty much everything from stability, branding, GUI consistency and responsiveness have certain requirements that we need to hit. This is to ensure that the experience on Xbox and PlayStation is more consistent across all games than on PC, where it's more up to each individual developer. In addition to this one of our Vanguard designers has finished up work on the new perk system, which will add improvements and modifiers to your character based on how you've levelled up your Attributes. Examples include things like a double jump skill, better stamina consumption, quicker healing, and now, a ricochet shot, for all you Hanzo mains out there. They've also shown the system for dying and respawning some needed love in order to improve the experience for players. Player corpses should now reload better after a server crash, which had some inconsistencies in the past. Death Markers should also be less prone to breaking. NPC and player corpses now have different expiry times, and they've added a neat little glowing green light that emanates from your character's bracelet when they die. Last, but certainly not least, is a quick loot GUI to help you take things from players and NPCs much quicker than before. TerraformersThe Terraformers have been wrapping up the final bits of content they need to get wrapped up for the Gold Build. We've talked extensively about the volcano and jungle already, so we'll leave those out for a bit this time and talk about some other stuff! Project Content Rebalance has been going well so far and we got to experience a sample of the changes during the Friday combat playtest. This rebalance involves tweaking the NPC population and resource nodes in order to provide a more diverse and challenging experience to players. Being used to the previous "shotgun approach" to NPCs and resources the game definitely felt different, but in a positive way. Creatures and NPCs were sparser, which made meeting other humans feel more special, like the Exiled Lands really were a place only the strongest can survive. In terms of new content there's a lot in the pipeline that's coming in for launch. We've mentioned skinning daggers before, and there are 5-6 of them of different materials, planned for the Gold Build. New bows, swords, axes, maces, spears, armors, arrows, resources, crafting materials, deities, trophies, and some secret things are all scheduled to come out in the final, launch build of the game. Wrapping upWe're back on the bi-weekly stream train over on our Twitch channel[www.twitch.tv]. If you missed it on Friday, you can find the VOD of our latest stream on YouTube. Friday's stream was very silly, and a little chaotic at times, but we definitely had fun with it. We plan to do more community focused streams in the future, spotlighting mods, doing a cool building project, Q&A's and more. And that should be it for this week! Thank you so very much for reading, for continuing to support Conan Exiles and being a part of this amazing community. Sincerely, FuncomView the full article
  3. Community Update 168

    [rust.facepunch.com] War reports, diaries, art, and more. View Post[rust.facepunch.com] View the full article
  4. Yesterday
  5. Calling All Devs

    Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This episode, questions about aUEC, hotfixes, Freelancers and how ships spawn are addressed. You can submit your questions for consideration in future episodes of Calling All Devs here. Submission and voting is open to all backers. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  6. This Week in Star Citizen

    Greetings Citizens Welcome to the week where we’ll update our current website to a fresh look fit for the year 2948! We can’t wait to share with you the updated design that the brilliant folks from Turbulent came up with. Not only stellar but truly interstellar work! We still have a couple of Mousepads from the Verse’s prime authority on gear, Whitley’s Guide, available for pickup. Boasting a slick design and extra wide measurements for the comfiest gaming experience in the ‘verse, those beauties are only a mouse click away. I also want to thank everyone for heading to Spectrum last week and sharing their feedback on the new shows from Reverse the Verse, to Calling all Devs, and the latest installment of Ship Shape! Much appreciated and always helpful to come up with future content that is interesting to you! With that, let’s see what’s going on this week: Monday: If there’s something strange in your neighborhood – Who you gonna call? ALL DEVS! No, seriously, if a big marshmallow guy is walking around your block, you better call someone else, but if you want your weekly Star Citizen questions answered: our new Q&A show is the one to watch! Tomorrow, the Lore Team will publish their weekly lore post, with exciting new content shaping the background and history of the Star Citizen universe. Wednesday will give everyone a bit of a breather with Bugsmashers/Lorekmaker’s taking a short break. A new episode of Loremaker’s Guide to the Galaxy will air on February 6th. On Thursday, Around the Verse returns with the latest updates from the Development team. This week’s episode will focus on Squadron 42 and highlight a crowd favorite from the holiday live stream: The Coil! Wrapping up the week on Friday will be host Jared Huckaby, in a Squadron 42 centric episode of Reverse the Verse. Prepare your Squadron 42 questions and tune in live as his special guest will be Ron Burg…CHRIS ROBERTS himself. January 26th, 12PM PST/8PM UTC! Mark it in your mobiGlas! With that, we’ll see you in the ‘Verse! Ulf Kuerschner I ain’t afraid of no ghost The Weekly Community Content Schedule MONDAY, JANUARY 22ND, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, JANUARY 23RD, 2018 Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, JANUARY 24TH, 2018 - THURSDAY, JANUARY 25TH, 2018 Around the Verse – Squadron 42 (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update FRIDAY, JANUARY 26TH, 2018 Reverse the Verse LIVE w/ Chris Roberts (https://www.twitch.tv/starcitizen) Schedule Update RSI Newsletter Community Spotlight: January 22nd, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! Kruger Intergalactic P72 Archimedes Commercial by Alex S189 Alex S189 created this unofficial commercial for Kruger Intergalactic’s P-72 Archimedes. Alan Watt’s ‘What do you desire’ as a voiceover fits the dramatic character of the commercial perfectly! Check out the video on our community hub. Retaliator Cinematic by Frustmaster Highlighting the ship of the month, the Aegis Retaliator, Frustmaster raises his cinematic skills to the next level. Watch the video to see why this is one of the UEE’s most powerful warbirds. View the full article
  7. Last week
  8. Stack-Up Air Assault with Squad!

    Hey Squaddies! We know Stack-Up.org needs no introduction among Squaddies -- you all absolutely crushed it during Veterans Day -- but did you know about their Air Assaults program? What could be more awesome than Air Assaults? The opportunity to be part of one, of course! Stack-Up and Squad are back together to bring two veterans from our amazing community into the game. Like, really, really into the game. We're honored to be able to offer the opportunity for two lucky folks to join us for a motion capture session. Stack-Up is going to transport a couple of lucky veterans out to Vancouver this March for the full Tron treatment. If you remember our last motion capture session, you know there's no better place than Animatrik and we're pleased to be going back. How can you get involved? Our amazing partners, who have made our work with Stack-Up such a success, will be providing the application until February 4thduring their streams, directly to the community that makes it all possible. You can find them here: Want in? Tune in! HAYNICK31 will be broadcasting the FEAR v FULL+PROG ISKT match on 1/21/2018 @ 9:30 AM PT JohnnyOmaha presents the Weekly Modding Roundup on 1/20/2018 @ 11:30 AM PT and NAS 1/21/2018 @ 5:00 PM PT. Karmakut will be broadcasting on his new stream schedule. DesmoLocke will be performing DesmoLockely. Aww yeah. So, what do you say? Want to really get into Squad? Prove it! Tune in, sign up, and sound off at us @JoinSquad. Don't forget to get your passport ready! (Whoa! Did you read all that on the forums? As a special reward, the link is bit dot ly/FastRope Please note that the Air Assault is only open to military veterans residing in the USA or Canada. A valid passport may be required! All entries must be completed by 2/4/2018. Offworld Out. View the full article
  9. Developer stream

    Live Broadcast: We’re returning to our biweekly dev streams on Twitch (that’s the every two weeks definition of biweekly) on Friday, January 19th. It’s going to be a similar thing to the stream we did before the holiday break, where we play the game to have fun and chill out. Nicole and Jens Erik will be teaching Andy, who’s community manager for Secret World Legends, to play Conan Exiles. Hope you’ll be able to join us for some laughs and good times on our Twitch channel. twitch.tv/funcom. View the full article
  10. Devblog 194

    [rust.facepunch.com] First look at a new monument, improved cheat reporting, optimizations, a new Hazmat Suit, and more. View Post[rust.facepunch.com] Changes Added third person aim down sight sounds Added third person grenade sounds Added third person bandage sounds New binocular sounds New flashlight sounds Admins can get combat log of other players Admins get warnings when anti hack is disabled Added new Hazmat suit Water jug admire animation updated Salvaged hammer admire animation updated Water bucket admire animation updated Wooden spear admire animation updated Stone spear admire animation updated Flamethrower admire animation updated Satchel charge admire animation updated C4 admire animation updated Bow admire animation updated Optimized workshop skin download processing Optimized game object memory usage Optimized skin icon memory usage Optimized skin icon loading EAC SDK update Combat log no longer takes count parameter (uses combatlogsize value instead) Increased junk pile respawn time from 20 to 30 minutes Eliminated GC from voice recorder Jack O Lantern can be picked up Jack O Lantern only accepts wood Small Furnace now emits heat Can rotate tool cupboard after placement with hammer Added Building Blocked zone around Helicopter crash site Must wait 30 seconds to repair a structure after it was damaged Hazmat suit now reserachable and craftable Fixed an exploit near Military Tunnels entrance allowing players to go out of bounds Fixed an exploit inside the Military Tunnels allowing players to build in unintended areas Fixed maximum anisotropic filtering not being set correctly for certain textures Fixed community UI exception Fixed weapon holster exception Fixed HTTP image exception Fixed various Unity exceptions Fixed network stream exception Fixed skin loading exception Fixed planner exception Fixed bloom exception Fixed exception in voice recorder Fixed terrain hole at launch site on Hapis Fixed shelves been placed on Roads Fixed Jack O Lantern can no longer be placed through walls Fixed Vending machine not been destroyed if construction no longer exists Fixed chairs been placed inside trees and clutter (Exploit fix) Fixed not being able to rotate workbenches when deploying Fixed AutoTurrets not losing any health upon pickup Dropbox can no longer be placed under water Fixed Small Refinery not generating charcoal Fixed arrowheads not showing up in outlines Fixed explosive bullet damage being too high Retired viewmodel layer (unused) View the full article
  11. Around the Verse

    Chris Roberts is joined by Sean Tracy in this week’s episode, featuring 2018’s first installment of Ship Shape. Find out where ship ideas come from, meet the teams responsible for designing and developing them, and gear up for some high-speed thrills with the MISC Razor. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  12. Introducing RLCS Season 5

    Just two short months ago, we watched from the edge of our seats as Gale Force Esports won the Rocket League World Championship live from Washington DC. Unforgettable moments like those are what we love about the Rocket League Championship Series (RLCS), and we're back to bring you more with Season 5! WHAT’S IN STORE FOR SEASON 5 At Psyonix, we are always looking at the entire Rocket League Esports ecosystem and what is best for our players, fans and community. We're pleased to announce that for the first time, the RLCS format will remain unchanged from the previous season[www.rocketleague.com]! That means more of the same great format in both the RLCS and the Rival Series, but much higher stakes… This season we are once again upping the ante with the largest prize pool in the history of Rocket League Esports! Teams from NA, EU and OCE will have a chance to compete for a $500,000 USD total prize pool for RLCS and a $50,000 USD prize pool for the Rival Series! QUALIFIERS AND IMPORTANT DATES For the aspiring Rocketeers out there there will be four online qualifiers in NA and EU, each, for a chance to gain entry into the Rival Series. Teams will be able to compete in up to two of the four Qualifiers, with the top 128 teams earning a spot in the Rival Series Play-in. From there, the eligible teams will compete for the remaining spots in either the North American or European Rival Series for Season 5. If you’re interested in making a run at the Rival Series, be sure to grab two friends and get ready to sign up on January 23rd! For OCE contenders, additional details on qualifiers and schedule will be announced soon. For all the info on important dates for the season, check out the breakdown below! Sign-ups January 23 - February 14 North American Qualifiers February 17 February 24 February 27 March 3 European Qualifiers February 18 February 24 February 28 March 4 Rival Series Play-in North America - March 10 Europe - March 11 RLCS League Play Begins North America - March 17 Europe - March 18 The Rocket League Championship Series and Rival Series are open to all legal residents of Europe and North America who are 15 years of age or older on the Tournament start date (February 17, 2018). GOOD LUCK, HAVE FUN. As always we’ll have more information as Season 5 commences, including the World Championship location and dates. Be sure to follow @RLEsports on Twitter for any updates regarding the RLCS or Rival Series. With 2017 taking the title for the biggest year in Rocket League Esports and the RLCS, we're excited to get things started in 2018! See you on the pitch this February! View the full article
  13. Bugsmashers!

    Mark Abent is back, smashing bugs and taking names in a new season of Bugsmashers! In this episode, he shows us what goes into creating the framework that will allow multiple ships to spawn in-game with little-to-no lag. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  14. Community Spotlight: In the Year to Come

    It’s an all-new year and the ideal time to start working towards achieving your Rocket League New Year's resolutions! In our first Community Spotlight of 2018, we’re looking at the abilities that sparked improvement in the community, and which of those mechanics will help build the best of the best in Competitive Seasons to come. Whether you’re studying the latest tutorials or spending late nights in Custom Training, this blog will provide you with the blueprint you need to make 2018 a Calculated year! Custom TrainingApproach the ball with confidence, while flying through the air for a flip-reset shot and dash across the field with less boost while rotating into position. With Custom Training available at all times, scenarios like that are possible as the skill ceiling in Rocket League continues to rise every day. Listed below is another round of Training packs that are built to hone core abilities while focusing on newer skills like the aforementioned flip-reset shot and more. Prepare to challenge yourself and elevate your potential! # Author Name Difficulty Code 1 Poquito Aerial Shots - Redirects Diamond 8D93-C997-0ACD-8416 2 Just Boban Just Boban's pack#1 Diamond 7A7A-D3AE-211B-8C1E 3 Diegosatrmo02 Shots you should be scoring Grand Champion 248B-11B0-EDF7-EDCF 4 Bxian_OD SUPER DEFENSE Diamond BE46-B385-876F-6CBA 5 Poquito Wall Shots Platinum 9F6D-4387-4C57-2E4B 6 waypr0tein Ceiling Shots Champion AFC9-2CCC-95EC-D9D4 7 YeeZa Wave Dash Shots Platinum F9EF-2D99-BA51-9E8A 8 Wrecked |WHIFF| Air Drag/Ceiling Shots Champion 25BF-ABB0-22C1-8099 9 YeeZa Ball Flip Reset Shots Diamond B5AC-17E0-4133-B8A4 Need more Custom Training options? Head on over to last year’s final Community Spotlight[www.rocketleague.com] and begin 2018 with a strong practice routine. New MechanicsIt’s almost hard to believe, but even after two and a half years our community is still unearthing new Battle-Car mechanics. At first, players learned how to pinch the ball, but that wasn’t enough. After pinching came half flips, then jump resets, various flicks[redd.it], and then ceiling shots, but all of these advances leave us with a single question: What’s next? For many of you, wavedashing is still an advanced technique while successfully executing a ceiling shot mid-game is nearly unheard-of. That isn’t stopping players like JSTN[clips.twitch.tv], Lachinio, Squishy Muffinz, and UsedWolf[gfycat.com] from elevating the wave-dashing mechanic to another level, though! If you find yourself low on boost or racing across the the field, try practicing these cutting-edge multidashing methods and in time you’ll have one more trick over your opponents in both offensive and defensive situations. It’s still too early to say how far multidashing will take the Rocket League community, but we’re excited to see what players will come up with in the future! Who will be the next one to discover a new in-game mechanic? Keep practicing and maybe the next Community Spotlight will feature you! View the full article
  15. Weekly community newsletter – Countdown to submission

    Welcome back you chthonian fleshpools! Hope your weekend was delightful and that the new year has been treating you well so far. It's time for another community newsletter and this week we have some stuff that we think you might like! As you may already know, we're launching Conan Exiles for PC, Xbox One and PlayStation 4 on May 8th. This means we're now at the point where we need to start working on the build that will be put on the discs you can buy at your local video game store. The build needs to be ready at the end of January so the testing and certification process can begin. In practice, that won't have a massive impact on players, but for us it might mean some extra overtime and work. Nothing we can't handle, though. State of PCWe rolled out a PC patch today to take care of some bugs and crashes. This fixes the loot bag freeze and corrects some additional issues that have been requested by the community. The temperature system has been made more stable with this patch, and fall damage has been reduced. State of XboxWe rolled out a bug and crash fixing update for Xbox on Monday. It gave us a tiny scare when it looked like none of the servers were working, but thanks to some quick work by G-Portal we were able to speedily take care of everything. This was not the parity patch that would bring Update 32 to Xbox One. It will be released at a later date. What the teams have been working on in the past week:Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. To not make this newsletter overly long we're only sticking to the highlights. Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant. BerserkersWe did a studio wide playtest of the new combat system on Friday. Everyone on the Conan Exiles team were pitted against each other underneath the scorching sun of the Exiled Lands. The goal of the playtest was to, obviously, test how the new paradigm behaves and how we, as players, respond to it. Overall the test went really well. The Berserkers team gathered a lot of feedback on how it all felt to play and lingering bugs that need to be fixed. We're doing another playtest this week as well. Come mid-February we hope to have a version ready for Testlive, so all of you can dig in. What we can tell you are a few details on how it all works. Much like before, combat is divided into light and heavy attacks that can be freely strung together into combos. Attacks consume stamina, forcing you to not just rush in and blindly start hitting the attack buttons when encountering an enemy. You can also block oncoming attacks to stagger enemies, setting them up for a counter attack. So far so similar to the old system. The new combat system adds in status effects, an improved system for staggering, more animations and more varied attacks. Status effects include things like bleeding, crippling, sundering, knockdown launchers, shield smashing and staggers. How these come into play will be revealed at a later date. There's also been done more work to differentiate the weapons and make them feel unique when you attack. Instead of just swinging or stabbing, each weapon type has specific attacks and animations that make them feel distinct. Daggers are quick, best used to strike and then dodge away. Hammers are heavy and take time to swing, but you can sometimes gain stagger immunity during attacks. Hammers can also launch people up into the air if you hit them right. Which is just awesome! TerraformersThis week, we're giving you both a peek at the entrance to the new Volcano dungeon and a look at a part of the jungle biome. You'll have to wait a little while longer before you'll be able to explore these place to your heart's content, but we can promise you it will be worth the wait. As you reach the volcano you'll need to make your way into the center of the crater, where you'll find the entrance to the dungeon. It looks like an ancient temple, a remnant from a bygone age, where an unknown people would conduct rituals of a strange and dark nature. This is what will greet you when you enter the temple. Now the temple is not the dungeon proper, it merely houses the entryway to the dungeon. How you enter it is up for you to discover. The jungle also contains the ruins of an ancient civilization, a people who were destroyed in a great Cataclysm long ago. You'll find their remains scattered throughout this area. This giant stone face depicts the Witch Queen, a woman of great magical power who ruled with an iron fist. Now these ruins are all that remain of her reign. This particular place connects the jungle to the icy north through an underground travel, allowing quick passage between the two areas for travelers. VanguardAs always, Vanguard is all about the bug and exploit fixing. Since this would be the place for it, we figured it'd be interesting to give a quick explanation of our bug fixing process. As the developers or the community discover bugs, glitches and possible exploits we'll write up a report with a step-by-step guide on how to replicate the case in question. If our QA guys are able to consistently replicate the bug it's assigned a severity and given to a coder or designer for fixing. Usually we need to rejigger a blueprint in the Unreal Editor, or we might dig into the game code in order to fix the bug. The fix is then tested by QA to make sure the bug has actually been fixed. In addition to fixing bugs we're working on a new HUD (Heads Up Display) to better convey information to players. We want to tweak the HUD to make it work better with the more action-packed combat system so you can see your health, stamina and other stats at a glance. Once we have something to show you, we'll let you sneak a peek at what it looks like. ArtOver on the Art team our character artists have been hard at work with re-making King Conan's Royal Armor from Age of Conan, which you will get to see very soon. This is an in-game item that will be given to everyone who buys the Early Access or Game Preview version of Conan Exiles. There will be a variant for female characters as well, naturally. Improvements are being made on character models across the board. Everything from skin and facial textures to eyebrows and hair are being updated to optimize them further and take care of whatever issues and bugs might still linger. There's also work being done to expand the make-up options during character creation. Finally, intrepid players might have noticed that we still have two more gods left in the religion selector. Our creature artist is working on two more god avatars, which we'll reveal in a future community update, so you can start speculating now on who it will be. Wrapping upWe're returning to our biweekly dev streams on Twitch (that's the every two weeks definition of biweekly) on Friday, January 19th. It's going to be a similar thing to the stream we did before the holiday break, where we play the game to have fun and chill out. Nicole and Jens Erik will be teaching Andy, who's community manager for Secret World Legends, to play Conan Exiles. Hope you'll be able to join us for some laughs and good times on our Twitch channel. twitch.tv/funcom. We'll see you next week for another newsletter! Sincerely, FuncomView the full article
  16. Hotfix (17.01.2018)

    Hey all! A quick hotfix to fix and adjust some things. The community letter will be out later today so keep an eye on that for info on what's to come. :) Have a good Wednesday! Patch Notes NPC bodies will despawn faster. Fixed an issue where using the torch would make the area around you too bright to other players. Fall damage has been reduced. Removed winter loading screen and changed it back to the default Temperature system improvement: Fixed a bug where character temperature changes would be permanently modified when weather changes occur in game. This could lead to heatstroke in cold areas or frostbite in warm areas when trying to counteract the temperature system Fixed a bug where changing the filter on a loot bag/container, and removing items would freeze the game at the last item. View the full article
  17. Empire Report: Stranded in Vanduul Space

    BECK: Welcome to Empire Report and thanks for joining us. I’m Beck Russum. ALAN: And I’m Alan Nuevo. We begin today’s show by turning our attention to the Vanduul front. While the public is often regaled with stories about high level accomplishments, the incredible, personal stories of the starmen tasked with protecting the Empire are often overlooked. BECK: Victoria Hutchins is in the Killian System to bring us one such story detailing the incredible journey home for a UEE Navy combat pilot. VICTORIA: This massive hangar on Osha may not look like much, but for members of the military and their immediate family there’s no sweeter spot in the UEE. It’s here that one day each week, starmen step off transports, having completed their tour of duty in some of the most dangerous corners of the universe, to be reunited with their family. While these homecomings are typically filled with excited loved ones holding handmade signs, gracious government officials and even a military band, last night’s return of Lieutenant Commander Liam Nealey was a much different affair. The usual pageantry was put on hold, as a support ship that normally carries supplies pulled into this hangar with Lt. Commander Nealey aboard. Only his wife, Anaya, daughter, Gabija, and a few high-ranking military officials were present. This emotional homecoming was arranged specifically for the pilot, who only days earlier had survived the unimaginable — being trapped alone in Vanduul space. Empire Report was granted an exclusive interview so that he could share his harrowing story. LIAM NEALEY: Thanks for having me. To be completely honest, at one point I never thought I’d ever make it back here. VICTORIA: Lt. Commander Liam Nealey’s incredible journey home might have ended safely in this hangar, but it began on the Vanduul front. A decorated fighter with hundreds of missions and dozens of confirmed kills under his belt, he knew an enemy encounter was possible when he launched from UEES Ammit. LIAM NEALEY: We’d been tasked with doing a recon sweep. Military Intelligence wanted updates to their maps and the system was supposed to be uninhabited. Well, it wasn’t. Turns out a small Clan had taken up residence and was chewing up resources. We ran into them as we were exiting the jump. I’ve tussled with ’duul before, but something was different that day. They just had our number. Everywhere I turned, they met me and just hammered my shields. Outgunned, our flight didn’t stand a chance. I knew I wouldn’t last long once my shields were down, so I threw everything I had at ’em. There was one countermeasure left when my shields phased out. That’s when I looped around and pointed my nose just below the wreckage of this Driller we’d somehow managed to knock out. I really didn’t think about what I was doing. It was all adrenaline and instinct. Thankfully, I timed it right. I juked left, dropped that last chaff and hit eject, hoping they’d lose me in the lightshow. Didn’t even look back to see my ship actually crash, just kept moving until I got inside that destroyed Vanduul ship. VICTORIA: Unsure if he’d appear on Vanduul scans, Lt. Commander Nealey avoided sending a distress call right away. Instead, he relied on tactics learned during Survival, Evasion, Resistance and Escape training to stay alive. He kept moving, and most importantly, tried to control his breathing. LIAM NEALEY: It’s much harder to do when you’re moving through a blasted Vanduul cap ship. Can’t tell you how many corners I turned to come face-to-face with a dead ’duul. Never been so close to one before and hopefully never will again. I’ll tell you, I don’t know how the Marines do it. VICTORIA: When Lt. Commander Nealey felt confident he wasn’t being tracked, he shifted focus to the next step, getting rescued. LIAM NEALEY: I sent out a distress call, but no one responded. That meant that everyone was either too preoccupied saving their own hide or gone. Only way to know for sure was to look. VICTORIA: Nealey risked venturing back out into open space. What he saw confirmed his worst fears. LIAM NEALEY: There was wreckage everywhere, but that was it. The battle was over and I was alone. This wave of panic washed over me. That was the moment I never thought I’d see my family again. The Ammit was an entire system away and there was no way to let them know what happened. It’d be hours before my squad was officially deemed overdue and a rescue party organized. Thankfully, my training took over. Some quick math proved what I already suspected. My suit didn’t have enough oxygen to survive until the search party reached the system. VICTORIA: Lt. Commander Nealey found himself in a catch-22. He needed oxygen to survive, but the exertion of searching only used more of it. Slowly, he EVAed through the debris looking for any O2 that had survived the destruction. LIAM NEALEY: Wreckage of ships blown to bits kinda looks the same too. Sometimes I’d waste precious time EVAing to a debris field only to discover it’s a Vanduul ship. VICTORIA: Nealey didn’t have much luck finding O2 floating amidst the wreckage, forcing the task to take a macabre turn. LIAM NEALEY: The one place I knew I could find O2 was … well, attached to other flight suits. Finding fallen starmen became my priority. It was hard to inspect the remains of pilots I’d trained and grown close to. I logged their name, ranks and exact location. That way, if I survived, I could ensure they made it home too. VICTORIA: As Lt. Commander Nealey systematically searched the debris field, his oxygen supply slowly ticked away. The little O2 he found added precious minutes to his life but he was still running out of time. LIAM NEALEY: I thought about stopping my search to focus on conserving O2, but it still wouldn’t last until a rescue party mobilized. I was growing desperate and drew more and more deep breaths to stay calm. That’s when I saw this Gladius in pretty good shape floating in the distance. The hull was riddled with plasma fire but from what I could tell, the cockpit seemed mostly intact. I took a risk and EVAed further out than was probably smart. As I approached, I noticed the canopy was open but the cockpit and console were in one piece. VICTORIA: Nealey climbed in the cockpit and closed the canopy. Knowing his life was on the line, he took a moment and then began to activate the life support systems. LIAM NEALEY: My heart almost exploded out of my chest when it sprung life. Don’t know what I would’ve done if it hadn’t fired up. VICTORIA: Miraculously, it did. The life support system cycled O2 into his suit. LIAM NEALEY: Everything hit me at once in that moment. The realization that I might survive just about overwhelmed me. Don’t know what I did to get so lucky. VICTORIA: Lt. Commander Nealey stayed in the cockpit, patiently waiting until he knew a rescue party would be dispatched. He factored in the time it’d take them to launch, travel to the jump point and traverse it. He feared that sending a distress signal too soon would attract the Vanduul, who are known to return to battle sites to scavenge resources. LIAM NEALEY: Thankfully, I timed it right. They weren’t in the system long before I sent my first distress call. Seeing that rescue party drop outta quantum in front of me was one of the best moments of my life. It meant that I was going to make it home. VICTORIA: And home is exactly where Lt. Commander Nealey is right now. After being rescued, he helped locate the bodies of starmen found during his search. His valor earned praise from High Command, who granted him a temporary leave to rest and recuperate with his family. As for his future, Naval officials have offered him a teaching position at the academy, and though he claims to have not made an official decision, when asked about his plans, Nealey’s eyes sprang to life. LIAM NEALEY: Well, what I can say, right now, is that our mission against the Vanduul isn’t over, and I’m obviously not one to give up. VICTORIA: I’m Victoria Hutchins reporting from Osha. Back to you, Alan and Beck. BECK: Thanks, Victoria. ALAM: What an incredible story. BECK: Absolutely. On behalf of a grateful Empire, thank you for your bravery, Lt. Commander Nealey. ALAN: We need to take a quick break. Coming up, we’ll head to the Ellis System with sports reporter Colt Legrande to get the lowdown on a few new rules and regulations for this year’s Murray Cup. That and more when Empire Report returns. View the full article
  18. Earlier
  19. Community newsletter coming tomorrow

    Hey everyone! Just a quick announcement that the community newsletter is being pushed to tomorrow. In case you were wondering :) Hope you have a wonderful Tuesday. View the full article
  20. Community Update 167

    [rust.facepunch.com] Ridiculous bases, tonnes of art, how to start a shop, karaoke, and more. View Post[rust.facepunch.com] View the full article
  21. New Aussie Content

    its sick, love the SLR, the voices are as bad as the VC tho lol.
  22. Calling All Devs

  23. This Week in Star Citizen

    Greetings Citizens Greetings Citizens, PAX South was over the weekend, and several developers from our Austin studio took the time to visit with the community at a nearby Bar Citizen. Thank you to everyone who came out. Great drinks and great company! With that, lets see what’s going on this week: Today is the premier episode of “Calling All Devs”, a weekly Q&A show where we take the most burning questions from Spectrum and get answers straight from the developer’s desk. Watch it here Tomorrow, The Lore Team publishes a News Update feature providing new and original content on the Star Citizen Universe. On Wednesday, Mark Abent is back with the first episode of “Bugsmashers!” this year. Catch up on what Mark has been working on since we launched Alpha 3.0 to the entire community. On Thursday, Chris Roberts and Sandi Gardiner host another installment of Around the Verse. This week, we’ll feature the MISC Razor in an all new Ship Shape. Make sure to tune in for the latest news on one of the ‘Verse’s fastest ships. To wrap up the week, we’ll be back again with Reverse the ‘Verse. Join us live with Geoff Zanelli and host Disco Lando as they discuss the music of Squadron 42. We received a lot of positive feedback about the music during the SQ42 Vertical Slice, so this is your chance to ask him all about it. Start asking your questions here. With that, we’ll see you in the ‘Verse! Tyler Nolin Community Manager The Weekly Community Content Schedule MONDAY, JANUARY 15TH, 2018 Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/) TUESDAY, JANUARY 16TH, 2018 Lore Post – News Update (https://robertsspaceindustries.com/comm-link/spectrum-dispatch) WEDNESDAY, JANUARY 17TH, 2018 Bugsmashers! (https://www.youtube.com/user/RobertsSpaceInd/) THURSDAY, JANUARY 18TH, 2018 Around the Verse – MISC Razor Ship Shape (https://www.youtube.com/user/RobertsSpaceInd/) Vault Update Squadron 42 Newsletter FRIDAY, JANUARY 19TH, 2018 Reverse the Verse LIVE (https://www.twitch.tv/starcitizen) Schedule Update RSI Newsletter Community Spotlight: January 15th, 2018 We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here! My Little Daymar by KungLi KungLi has created this cool photosphere while visiting an outpost on Daymar. P.S. I love the Rick & Morty version. Check out the phto on our Community Hub. Cyclone RN Racing Skin by Yura Yura took the time to create a racing skin specifically for the Cyclone RN and it looks fantastic. Exactly what I expect to see at a professional race in the Star Citize universe. Check out the rest of the images of the skin here View the full article
  24. Calling All Devs

    PILOT EPISODE! Jared Huckaby pulls some of your most burning questions and poses them to our devs in the premier episode of our new weekly Q&A series. You can submit your questions for consideration in future episodes of Calling All Devs here. Submission and voting is open to all backers. And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions View the full article
  25. Server Down/Mods Outdated

    Hey rexxar, It should be all sorted. Back up and running smoothly. Thanks for letting us know.
  26. Dino TLC Update: Phase One Info & more!

    Dino TLC Update! At the end of last year, we were very excited to share with you the early progress of our Dino TLC update! We know it's something you guys have been looking forward to for a long time, so here we are with another update! The plan is for the Dino TLC pass to role out in multiple phases. Throughout the next few months, some creatures will receive visual changes, as well as functional/gameplay changes. We are targetting the release of Phase 1 to take place during the week of February the 18th. In addition to Dino TLC Phase 1, we will also be rolling out our turret limit to all Official Servers. Today, we'd like to share some more screenshots and provide some insight into what we're planning for Phase 1 of the TLC pass! We've been reading all your feedback and suggestions regarding the creatures; our artists and gameplay team have found it to be beneficial in the decision-making process. Something to keep in mind is that not all creatures will receive a visual update, but we will cover ones we feel (with your feedback) need it. Sometimes there may be function gameplay changes which weaken certain aspects of creatures; however, if we take anything away, we always plan to add to it through another dimension. Please remember that this is still work-in-progress (especially the fur!) and therefore will be subject to change before final release, which includes both visual redesigns, as well as gameplay changes. Anywho, without further ado! The Direbear We believe the Direbear is in relatively secure place at the moment. Though, we're still planning on making a few changes to it! When riding a Direbear, players will be immune to bees. They won't be able to knock you off your bear, and they will target focus the bear instead of the player. In addition to this change, the bear will also be able to harvest honey from wild beehives without attracting bees or hurting the hive. Plus the amount of honey it receives will be 2x the standard amount. The Procoptodon Right now, if you're using The Procoptopdon, it's primarily for transportation. We don't see it as a highly combative mount, more so a utility creature with its fantastic jump, and ability to carry a second person. Here's what we're planning: The Procotopdon will take reduced fall damage; its carry weight will be noticeably increased, and it will gain the new ability to carry baby dinos and small creatures in its pouch. We figure that puts the creature in a decent spot, and the suggestion of using the pouch to carry babies was excellent, thanks /r/playARK! Ah, we've forgotten something... Oh yeah! We're going to give it a kick! It'll be a pretty tough, and even be able to knock back some significantly large creatures! The Gigantopithecus A.K.A Bigfoot! We had quite a few ideas pop into our heads when coming up with some additional abilities for the Bigfoot. Did it need more strength and fighting abilities? What about how well it moves? Could we provide it with some new features? Ultimately, here's what we've settled on: The Bigfoot will receive an armour-degrading attack; this means when it fights, it'll do more damage to your armour's durability. It is important to note that the armour-degrading attack will not affect the Yeti creatures found in the game. Its movement needed some work! So we'll be giving it the ability to jump, which is kinda critical, considering it will need to know how to hop on and off all the zip-lines it's going to climb! Yup, that's right. It'll be able to use zip-lines! In addition to those changes, we'll also be improving it's throwing ability, so it's more accurate (similarly to the Crab) and providing it with the ability to carry (on its shoulder) small creatures and throw them! The Direwolf! It's a wolf.. and what are wolves good for? Hunting. Now if you're a wolf, and you're hunting, what exactly are you going to rely on the most? Your nose! In Phase 1 of the update, we'll be introducing a new ability, a passive buff, as well as changing how it's howl and pack buff currently work. First of all, the howl will activate the pack buff for a duration of time (we're thinking 5 minutes right now). This means it won't be active all the time, but to compensate, we'll be strengthing the buff to make the wolves stronger. As a little bonus is that when the Alpha Wolf howls, so will all the others! We're also planning for this mechanic play out with wild wolves too. As for its nose, we're doing two things. We're providing it with a passive buff which allows it to sniff out people or creatures with less than 50% health, and this will be indicated via an icon. Think of it like the hunter's instinct. Secondly, we'll be giving it a 'Sniff' tertiary ability to indicate nearby explorer notes, as well as detect stealth or buried creatures. and finally... The Tyrannosaurus Rex It's in a pretty strong place at the moment; it's considered one of the top-tier creatures. It is used continuously to fight bosses, as well as often seen in PVP. So we didn't want to give it too many changes to avoid making it overpowered, here's what our plan is: We're going to improve it's movement/climbing ability so that it doesn't get stuck behind small rocks and can climb up steeper slopes. We're also planning to change the Roar. When targetting an enemy and using the roar, the enemy will be forced to poop. There will be a cooldown on both the Rex and people who have recently pooped, so you can't pooplock them with 10 Rexes. That pretty much covers it for Phase 1 of the TLC-pass, let us know what you think, whether we're missing anything glaringly obvious! We're also planning (not definite!) on carrying out more visual changes to the following creatures: Spino, Sarco, Carno, Raptor, Female Deer, Plesio, and Argie. Let us know what you'd like to see improved with those, as well as any other creatures you think may need some love that we're overlooking. NVIDIA Freestyle: Customize Your ARK’s Appearance In Real-Time http://steamcommunity.com/sharedfiles/filedetails/?id=1263948262 Check out the latest NVIDIA GeForce® Experience™ and #GameReady driver for exciting new ways to customize the look of your ARK with NVIDIA Freestyle! There are 15 available filters, 38 different settings, and many possible combinations, enabling you to create a truly unique look for your gameplay with just a few clicks! Freestyle game filter and Ansel photo mode features will be available in beta. Just download the latest GeForce Experience app (release 3.12) and Game Ready Driver (release 390) and enable Experimental Features in GeForce Experience settings. Join the beta and be the first to try these new features in GeForce Experience today Check out this articles for all the latest details and how to use the Freestyle filters on your ARK![ark.gg] New Freestyle Contest! We'll also be introducing a new category to our Nvidia Ansel contests for all Freestyle entries! You can submit images or a video (up to 1 minute long) using the new awesome filters for a chance to win 200$ (double our normal Ansel reward). Check out our contest submission thread for all the details![survivetheark.com] Evolution Event++ Survivors across ALL Platforms will be receiving a special Evolution Event perk this weekend! It's already live now and will remain active until Monday the 15th of January at 12 PM EST. All Official Servers will be undergoing this evolutionary change which includes: 2x Harvesting Rate 2x Taming Rate 2x EXP Rate 2x Maturing 2x Less Breeding Interval 2x Mating You can check out our full crunch for all the latest news here![survivetheark.com] That's it for this post guys! As always if you’ve got anything to share please get in touch and be sure to follow us on: Twitter Facebook Reddit Instagram[instagram.com] All the best, Studio WildcardView the full article
  27. Server Down/Mods Outdated

    Server Down/Mods Outdated on ragnarok server
  28. Weekly Community Newsletter – We're Back!

    Happy new year, everyone! We hope you all had a great holiday break and are ready to take on 2018 with both vim and vigor. Let's also take bets on how long it will take us to get used to writing "2018" instead of "2017". From what we hear most people need to get through at least January to write the correct year. We're fully back in the swing of things at the Funcom office. Time to get cracking on content updates, patches, and bug and exploit fixes in between watching some amazing Awesome Games Done Quick speedruns[gamesdonequick.com]. We're also looking at the milestones we need to hit before launch to make sure we actually have the resources and time to actually make them. Of course, a new year means a new run of weekly newsletters. Are you sitting comfortably? Then we'll begin! State of PCNow that we're back we've been working on a hotfix for PC to take care of some issues we've been able to solve quickly. We patched Testlive with a build to take care of the loot bag freeze bug and there is a new build on Testlive today that adds some changes to the temperature system and fall damage. The plan is for this patch to go to Live server next week. Looking forwards we're moving towards a feature complete version of the new combat system, which we expect to deploy to Testlive servers in the middle of February. We have invested a lot of time into the new combat system, and we will need your feedback to tweak the balance and improve fun factor before launch. As you've undoubtedly heard by now, there's a volcano area and jungle biome being added to the game, and both of them come with new monsters, dungeons and more content for you guys to dig into. Finally, we're aware of a bug/exploit that allows players to walk through walls, which we're currently investigating. If you have any knowledge of how this is done (or any other exploit you've seen), we'd love to hear about it though our Exploit Hunters page[www.conanexiles.com]. Feel free to link us videos there as well. State of XboxNext up for Xbox we're bringing Update 32 to the console once we're done with stability work and it passes cert. Update 32 will bring weapons and armor modifications, the new weather system, ladders, ceiling hatches, weapon racks, and new tools, weapons and armor to Xbox One, in addition to fixes to the Thrall inventory system we introduced with Update 31. What the teams have been working on in the past week: Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline. To not make this newsletter overly long we're only sticking to the highlights. Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant. Vanguard Team Vanguard is back on their bug fixing train, plugging away at issues both big and small in order to make the game better. We've now set up a whiteboard outside their office which is updated after each patch with top community issues and tasks that need to be a priority. Improving the decay system, making avatars craftable with on Xbox (coming in Update 32), fixes to fall damage and the Wheel of Pain desync issue are examples of issues being worked on. The Berserkers The Berserkers are putting the finishing touches on the new combat system. They've added the ability for players to dodge out of hit stuns, sacrificing stamina to escape chained attacks, and different blocking and stagger animations based on which weapon the blocker is being attacked with. We are planning two internal tests over the next weeks to test the new combat system in PvE and PvP scenarios. The first test is with the devteam and the second test includes devs from other teams. The third test will be in the middle of February (as mentioned above) when we invite you guys to check out and give feedback on the new combat system on our Testlive servers. Art Our artists are working on finishing up their remaining tasks for the game, creating weapons, tools, armor and other items as needed. The biggest of which is Conan's Royal Armor, which is being remade from the original concept for Conan Exiles. It's looking incredible already and we'll make sure to give you guys a glimpse at it when we're able. Existing armor, weapons and character models are getting some polishing and updates. Because it makes them look much better and they deserve it. In terms of creatures and monsters our animators are also working on giving them new emotes and idle animations so they'll look and feel more lifelike. Terraformers Over on the Terraformers side, the team has begun putting the finishing touches on the Volcano area and new dungeon, and adding more content to the jungle biome. There were also a few textures which the team felt it could improve to lift the visual quality and so this is also being done. Team Terraformers have also been experimenting with a new tool which lets them generate heightmaps faster as well as iterate more quickly when doing changes. This removes some of the tedious work (map cleanup and bugfixing) and lets the artists focus more on the creative aspects like making interesting locations for you guys to play. The designers on Team Terraformers have started on what we call the "content rebalance project". While we strongly believe the new combat system will improve the moment to moment gameplay in the game, the new combat system cannot be introduced in isolation. The "content rebalance project" involves tweaking the ecology (NPC population) and changing lots of small bits and pieces with the aim of providing a more diverse and challenging experience. We will go into more detail in a later community update. Wrapping up In case you missed it on Friday, we announced the winners of our Holiday Screenshot Competition[www.conanexiles.com]! The grand prize winners each get a Collector's Edition of their choice and a canvas print of the banner you'll see in this newsletter. The second-place winners get that same canvas print, and the third-place winners each get a Barbarian Edition T-shirt. Congratulations to all our winners, and thank you to everyone who participated in the competition. If you didn't win this time, don't worry, there'll be more! For those of you curious about the dev streams we can say right away that they will continue. The next Conan Exiles developer stream is planned for the 19th of January, so tune into our Twitch channel at our usual time (5pm CET) for some fun shenanigans. Thanks for reading, we'll see you next week! PS: Sorry about this newsletter being a bit late! I simply forgot to post it to the community hub.View the full article
  29. Monthly Studio Report: December 2017

    Monthly Studio Report: December 2017 Greetings Citizens! Welcome to the Monthly Studio Report, where we collect updates from our various studios around the world to show you what they’ve been working on this past month. In the rush up to the holidays, the entire company was focused on accomplishing two major tasks: pushing Star Citizen 3.0 to the Live Servers and polishing up work on the Vertical Slice, which featured an hour of gameplay from Squadron 42. Afterwards, everybody broke for some much needed rest before coming back to hit the New Year running. With that said, let’s get to it. CIG Los Angeles CLOUD IMPERIUM: LOS ANGELES ENGINEERING Alpha 3.0 was a monumental engineering milestone for Star Citizen, particularly for the LA vehicle team. During December, the first tier of Item 2.0 for ships was finalized with several bug fixes and important features closed out for 3.0. The team tackled a major hurdle with the integration of UI with this very complicated system. Finally, some of the underlying systems that play a huge role in Squadron 42 and the Persistent Universe (Scanning and Quantum Travel) saw some iteration and prototyping that they were really proud to bring to fruition. As the 3.0 release came together, the core system team focused polishing and stabilizing some key parts of Star Citizen. Cargo and shopping saw significant bug fixes, bringing these features in alignment with long term goals. Infrastructural game code such as the room system, interaction system, and even damage saw significant bug fixes right up to the release. TECH DESIGN LA Tech Design spent the majority of December getting the new Item 2.0 ships working as smoothly as possible for Star Citizen Alpha 3.0. They knocked out a multitude of bugs, including but not limited to enter/exit alignment issues on the Scythe, an issue where damage was not passing to all parts of a ship, seat access issues with the Caterpillar, atmosphere bugs in the Herald, and IK issues in the Mustang seats. The team also spent time balancing the shield stats to account for better power retention and heat generation, hooked up cursors to all player interactions in the ships, and finished setting up bed conversions from Object Container to ItemPort. Beyond Alpha 3.0, they continued to work on ships like the Anvil Terrapin, the revised Consolidated Outland Mustang, and Tumbril Cyclone to get them set up and flyable (or drivable, as the case may be). They also completed design briefs for the [REDACTED] ship that they are really looking forward to. Lastly, the team supported the UI Team in completing the Scanning Visor, MFD, and hooked up all assets to be released in the future. ART The Ship Art Team wrapped up 2017 with a bang. The new RSI Aurora was completed and officially released. Major progress was made on several other vehicles such as the Anvil Hurricane, the reworked Consolidated Outland Mustang, and the Tumbril Cyclone. The team had their fair share of bug fixing and support tasks for various features released with Alpha 3.0 in addition to upcoming releases. The Character Team put the finishing touches on the Squadron 42 cast for the Vertical Slice. One key development was the work done with the graphics team to implement a new hair shader to make the characters shine. Finally, the team added wear and tear to some of our character loadouts, giving them an authentic feel in-game. NARRATIVE In December, the Narrative Team worked closely with Design to chase down any lingering bugs and issues that arose to ensure that mission content, item descriptions, and even posters were ready for Alpha 3.0. They also helped provide additional environmental storytelling and prop write-ups to help sell the world of Squadron 42 in the Vertical Slice. In addition, they delivered weekly lore updates, wrote three pieces for Jump Point, continued the development of the Xi’an language, and supported the marketing department on numerous tasks including the Tumbril Nova brochure. TECH CONTENT The Global Technical Content Team delivered some great accomplishments in December to wrap up 2017 on a high note. The Tech Animation team was busy with tools support, character rigging, and various MoCap tasks throughout the month. For tools and related work, they improved Mannequin Python Tools, the CIG Tools Installer, a Jump/Spike Detection Tool, and the Skeleton Table as well as added several new health checks to the pipelines. The team also supported the S42 Vertical slice by rigging several characters and fix a ton of skinning bugs as well. The MoCap team tracked, solved, and processed a large group of characters in support of Squadron 42. A MoCap shoot was also held to capture some additional footage needed for key characters. On the Tech Art side, the team sub-divided between Environments, Ships and Weapons. For Environments, a lot of support and R&D was put into our glass shader and a vertex curvature script. Additionally, they planned for Procedural Layouts work coming in 2018. A lot of bugs were investigated as well… for lights/shadows, hair rendering and texture streaming. For Ships, the team supported the release of the several new vehicles in the Alpha 3.0 release. This included work on damage and VisAreas, as well as bug fixing and investigating a lot of log spam issues. The team also worked on landing gear compression for the ships in the Around the Verse holiday special. Finally, on the Weapons front, the team was in R&D mode for Animated Attachments/Magazines. They made progress on the P8AR magazine, Gemini F55, and a skin transfer script/tool. They also fixed several weapon bugs. Lastly, the Global Technical Content team supported other areas, such as the reorganization of the tool branches. CIG Austin CLOUD IMPERIUM: AUSTIN DESIGN Getting 3.0 ready to go live was the big focus this month for the ATX Design Team. Using feedback from those testing the PTU builds, they were able to tackle a variety of bugs relating to shopping and cargo trading across the stations and moons surrounding Crusader. The economy and item pricing continued to be balanced based on collected analytics. Of course, there is still a lot more dialing in to be done once the systems function together on the live servers. Further work on Mission Givers Ruto and Miles also was an important task for the team. Representing a complex mix of numerous systems like animation and subsumption, it has been encouraging to see the progress made on getting these first two characters into the game. We have already learned a lot so far that will help streamline and improve the process in the future. ART With the release of 3.0.0 to Live, the community finally got to see the updated Constellation Aquila, Drake Cutlass and Aopoa Nox. The ship team spent the month providing support to push the Persistent Universe to the Live servers. The Constellation Phoenix was whitebox complete and progressed onto greybox. Meanwhile, the Anvil F8 Lightning entered the whitebox phase at the beginning of the month and progressed nicely in between bugfixing tasks. BACKEND SERVICES To start the month, the DevOps team delivered multiple PTU publishes each week. They monitored performance and feedback from the Evocati and PTU players and pushed out builds that contained fixes and feature deployments as fast as possible. They also worked with IT to ensure everything was ready for the Live release. This included dealing with a number of system failures just prior to 3.0 going Live. After the intensive 3.0 publishing process, the team carefully tracked the bandwidth being used and adjusted the servers accordingly. They also worked with design to apply a number of hot fixes to address unexpected issues that negatively impact performance and gameplay. They accomplished this without affecting players by carefully watching servers and restarting them with the better code when the server population reached zero. In addition to everything surrounding the Live release, the team continued to support devs with diagnostics, performance captures, and more. ANIMATION The Animation Team this month spent time looking at the Player experience in Alpha 3.0 to make sure that all the animations associated with the various interactions that people would encounter while running missions and exploring around Crusader were looking good as possible. This included some bug fixes, some adjustments on various transition elements, as well as just general polish. The team also began work on the Tumbril Cyclone animations that were recorded in a motion capture shoot last month. On the ship side of things, there was additional technical set up that was needed to be looked at on several ships as the team investigated a few linger issues that had been noted by players testing the PTU. Outside of Alpha 3.0, a lot of time was spent on the Squadron 42 vertical slice as the date of the Holiday Special approached. As the directors and leads reviewed the content daily, the team performed polish passes on the numerous interaction animations on the Idris to make sure the crew looked as good as possible as they moved around the ship performing various tasks through the usables system ATX QA As Star Citizen Alpha transitioned between the PTU and Live, needless to say ATX QA had a busy month, tirelessly testing the bugfixes and change submissions to the 3.0.0 build. One of the biggest challenges, especially with a release that incorporates as many new updates and features as this one, is making sure that fixes to the game don’t destabilize a build in other places. To help minimize this risk, the devs adopted the QA test request system more vigorously, and every single feature-related check-in towards the end had to be tested thoroughly. Although this increased the team’s workload in order to maintain the daily pushes to PTU, this process helped ensure that the army of testers would have a stable enough build to keep providing key feedback. PLAYER RELATIONS With the holiday season right around the corner, there was a lot to be “tonkful” for this month. Right on the heels of Star Citizen’s Anniversary, the Player Relations team assisted backers with the newly announced Aegis Hammerhead and Anvil Hawk. Plus, the Holiday Special brought with it the Tumbril Nova tank and three exclusive Holiday Game Packages perfect for sharing Star Citizen with friends and loved ones. The team also continued to coordinate with the massive ongoing testing effort as alpha 3.0 PTU continued to roll out to more and more backers, and most excitingly, the build went Live! Thanks again to all the Players for their ongoing contributions to the Issue Council. Your help is vital to the project. Foundry 42 UK FOUNDRY 42: UK GRAPHICS Over the last month, the graphics team focused on both 3.0 and the Squadron 42 vertical slice. Most of that time involved bug fixes. Highlights included major fixes to texture streaming bugs (they’ve since found another bug in Lumberyard and the fix will vastly reduce VRAM usage on the next release), a fix for facial animation glitching, and various fixes for hair and temporal anti-aliasing. They also continued to develop the Render-To-Texture system, including adding expose control to video comms calls and using the system for the new ship targeting displays. The Squadron 42 vertical slice also benefited from some of their new features, such as a new cloth shading model, improved light-beams, the debut of volumetric gas-cloud tech, and a new particle-based shield effect that uses signed-distance-fields to allow the particles to flow smoothly along the hull of the ship. Their r-focus for the new year will shift to improving performance and various planned shader improvements to enable more dynamic materials. SHIPS Hammerhead The team was really excited to reveal the Hammerhead in November and since then they’ve been hard at work finishing the exterior sections not seen in the video. They did a detail pass across the hull and engines, and gave the underside more attention. The landing gears were also added, so the exterior is now ready to start on the damage set up. For the interior, they blocked out the floor plan using existing Aegis kits from the Idris and Javelin. They also worked out what bespoke and new pieces are needed to finish the interior and have a couple of guys at work on these now. Revised Avenger The Avenger has been undergoing a complete re-make to address issues with the original and make it conform to the current ship metrics and requirements. The updated Avenger revealed in the Around the Verse holiday special was a combined effort between the ship team and the newly formed Squadron 42 team. The cargo and bounty hunter variants are art complete, and work on the EMP variant is scheduled for January. Work to finalize the remaining exterior parts, such as landing gear, damage and LODs, will start soon. 600i The 600i is entering the final art phase. On the exterior, the thrusters and landing gear are near completion, and work is due to start on the turret. The interior is going through a polish pass, while work on the bridge, corridors and exploration module are due to be wrapped up soon. Since the last update, the team listened to backer feedback and removed the struts from the bridge windows. Gladius The Gladius was a big part of the Squadron 42 Vertical Slice, so they spent time tweaking it for the demo. This included implementing the new glass and screen shader, cockpit lighting and headlight tweaks, screen sizes/positioning and adding the new starmap. Cockpits are the most complex parts of the ships, bringing together input from across the company, and they went through many iterations before satisfying the requirements of all departments. Eclipse Work continued on the Eclipse, as the cockpit and exterior were grey boxed. The mesh is currently going through a detail pass before starting on textures and shaders. Blade The Vanduul Blade exterior is almost complete, and has been brought into line with other Vanduul ships. The team’s current focus is on the interior and working out the enter and exit mechanism for pilots. VFX The UK VFX team spent December bug-fixing and optimizing for 3.0, following on from the sanity pass discussed last month. R&D work continued on signed-distance-field shield effects, including power-on, power-off and impact effects for the Gladius, Cutlass and Buccaneer. They also honed in on the finer effect details seen in the Squadron 42 Vertical Slice demo. There are too many to name individually, but highlights include the Coil itself, the lightning storm inside the giant asteroids and the Slaver base cryo-pods. The team also made solid progress on VFX for the Scanning feature. Amongst other things, it will emit a virtual particle grid (only seen via the UI) that allows players to better visualize 3D space when they’re in, well, space. UI The UI team spent December splitting their time between wrapping up features for 3.0 and working on bugfixes for the Squadron 42 Vertical Slice. On the PU side, the team had daily standups for each feature with Directors to get feedback straight away. These daily syncs not only helped progress for the Starmap, PMA, VMA and MFD/Visor holodisplays, but ensured that communication was kept close between the various departments involved in pulling these features together ahead of 3.0 going Live. In the run up to the Holiday Special, the UI focused on various bug fixes, including ensuring that the Visor UI would turn on at the correct time, removing quantum linking text from the Gladius HUD, and providing performance fixes alongside others to polish the experience. In addition, fluff screens for Chemline were designed and implemented ahead of the stream. ENVIRONMENTS In December, the environment team delivered final optimizations and bug fixes deemed as ‘must fix’ for the release of 3.0. As those tasks were completed, the team began to work on the next environments. A big focus of 2018 will be on getting spaces that are shared across locations functional, so the team worked on whiteboxing the kits for both hangars and habitation modules. The idea is to create kits for all these ‘common’ elements in a specific art style so they can be used across different locations. The whitebox stage allows design, art, and code to lock down the features of an element before committing to final art. Elsewhere, the DE team has been looking at improvements to the planet texturing systems. The main goal is to improve the diversity and breakup of terrain types across a planet’s surface. The new tech increases the number of supported distribution channels by 5x, meaning there’s some improved visuals across terrains in the not too distant future. AUDIO SQ42 The audio team had all hands on deck in the lead up to the Squadron 42 Vertical Slice. They ensured the demo was fully supported with all the Dialog, Music and SFX content required. This work included additional sound design for cinematics, location ambience polish pass, ship SFX balancing, dialog attenuation/mix pass, and new music content/logic implementation via Subsumption. PU The audio team simultaneously supported the Alpha 3.0 release with content creation, implementation and polish of dialog, SFX, and music assets. These included implementing new music logic and content for PU armistice zones (Olisar, Levski and Grim HEX), improving definition and intelligibility of weapon sounds, and adjusting thruster sounds for the Dragonfly and Nox in light of ongoing flight model tweaks. Going forward, the audio team looks to iterate on the current Foley system and actor status system (breathing component). They also plan to begin work on a fully fleshed out sound simulation system. ENVIRONMENT ART The Concept and Tech teams introduced a new core structure and narrative behind how Lorville on Hurston function and come together. They developed an exciting and visually interesting city archetype for integrating procedural and landing zone elements. The team did an extensive amount of concept work to solve most of the major design issues. The base archetype for a utilitarian habitation was established for the first procedural and fully interactive room. Concept is busy investigating and solving both material and theming diversity for generating these units across the Stanton system. SHIPS AND WEAPONS This month, the team wrapped up the super large Tumbril Nova tank plus three other new ships of varying sizes and roles. They also provided support where needed and helped with marketing and new website revamp. For ship weapons, the team completed the Trident Laserbeam S4-S6 and the Hurston Electron Beam Alterations S1-S3. DERBY ANIMATION The Derby Facial team was super busy right up until the 21st Dec with Facial animation tasks ranging from polishing the Prisoner Arrival scene to adding more in-game dialogue for random NPC characters. The team also held their first Studio Christmas Party. It was a fairly small key event, but a good chance for staff and partners to enjoy some good food and a couple of drinks. The team’s pleased to announce that Senior Facial Animator Tony Wills is moving positions and is now Lead Gameplay Story Animator. Tony will oversee 800+ in-game mini “cut scenes.” ENGINEERING The UK programming team did a lot of bug fixing and polish work to get Alpha 3.0 out of the door as well as the Squadron 42 Vertical Slice in preparation. On the cinematics side, they implemented the dynamic lighting mentioned last month. This allows the devs to fade up a specific lighting rig for a cutscene to highlight the quality of the characters. They also experimented with a new dynamic depth of field (DoF) mechanic for non-combat scenarios to give the game a more cinematic feel. Rather than having an infinite DoF, which is usually the case, the game focuses on what the player is currently looking at and applies a subtle blur for everything that is nearer/further away. The networking team worked on serialized variable culling, which will eventually become entity bind culling. This stops the server from distributing the state of variables on an entity after a certain distance. Considering the massive size of the PU and the content required to fill it, sending updates to everybody became a bottleneck. This helps the network bandwidth and performance side, as the server/client doesn’t have to deal with nearly as much data. The downside is that when the code is not expecting this behaviour, these edge cases introduced new bugs that needed to be found and worked through. Otherwise, they tackled other performance issues and optimizations, polished as many features as as possible before the end of the year, and a enjoyed a nice break over the holidays! Foundry 42 DE FOUNDRY 42: DE ENGINE The DE Engine team spent a majority of the past month focused on improving performance and addressing issues for the current Live release. In the process, they worked with most other disciplines to help profile items and make recommendations and/or fix issues when needed. Some cases are straightforward and addressed promptly, but for others the fix may be deemed it to risky to address immediately. Those items are still worked on, but will take a bit longer to verify and be included in future patches/releases. In addition to performance improvements, they worked with the Environment Art team to further enhance the visuals of the planet terrain. They made improvements to a new memory tracking tool for both server and clients. Implemented scripts to automatically analyze gathered statistics to quickly find leaks and dubious allocations. Fixed several issues related to how data is collected in our crash database Sentry. They started implementation of horizon based SSDO, and the initial results look really good. They reworked the cloth shader to use a more physically based shading model for cloth, as well as fixed shading discontinuities within it. They also reworked the motion blur implementation in game, and continued work on the Subsumption visualizer. LEVEL DESIGN The Level Design department finished locations found in the 3.0 release ahead of schedule, so they focused on both bug fixing and polish during the latter part of December. After 3.0 was in PTU for a while, the decision was made to increase the server size. That meant they had to add more spawning areas to enable people to spawn in smoothly without conflict with one another. Finally, the DE Level Design team is looking to expand. As more features come online, they’ll need additional designers to keep on top of the increased content and the R&D for upcoming system solutions and releases. TECH ART The DE Tech Art team split their time between both 3.0.0 and Squadron 42 tasks. They’re currently extending the FPS weapons pipeline with a new tool called CIGSiknXfe which will enable weapon artists to transfer skin weights to different meshes from one source skinned object. They started work on real-time cloth and flesh sim R&D and development of a live-link between Maya and the game engine, so animators can tweak animations, in particular facial animations, while enjoying the advanced shading quality of the in-engine real-time renders vs. Maya’s own low quality viewport renders. This tech will be particularly useful for integrating and tweaking the p-cap (facial) animations in Squadron 42’s cinematic cutscenes. This artistically controlled lighting will have a huge impact on the look and feel of an animation/performance, meaning that iterating real time and in-game will make things much more efficient for the team. VFX Last month, the VFX team focused on the Squadron 42 Vertical Slice. They contributed to the Coil volumetric cloud, adding exterior effects to the slaver base on Gainey, and specific effects for the cinematic sequences. They dressed the exterior of the Slaver Base in the low technological style with suitable effects for the dusty planet surface. The cinematic effects were bespoke for the cutaways in the vertical slice. The work on the Coil gas cloud tech went through a good amount of R&D. The team focused on developing methods to create an interior volume while keeping in-line with the base concepts and art direction. It went through numerous iterations, and they paid close attention to how the interior created interesting compositions and visuals while flying. WEAPONS The FPS weapons art team completed the first art pass on the Gemini F55 LMG and the Torral Aggregate Kahix Missile Launcher. Meanwhile, the ship weapons art team finished the first pass art for the A&R Laser Cannons (Size 1-6) and the Gallenson Tactical Ballistic Gatlings (Size 1-3). The team has also been working on scripts and tools to help further speed up their art pipeline. One such script is a Ship Weapon Tool made to assist in the creation of modular weapons. This new tool creates a larger number of weapons in a short amount of time by allowing artists to preview different component setups in real-time and automates the export process directly to the game engine. All animation exports and engine related meta-files are handled by the script, leaving the artist to focus on making the art. BUILD ENGINEERING The Build Engineers added QA-TR (QA-TestRequest ) options to trybuild, which has already proven beneficial for the team. They also developed a feature to offload QA-TR trybuilds to dedicated agents in an effort to reduce compile times. So far, trybuild has been a simple code validation tool through which coders must check if their changelist compiles correctly against the most recent code updates. This ensures the next build will function correctly if they submit their changelist. This newest feature allows coders to have their changelist compiled against a specific CL. Within the tryBuild UI, the user can select an archive option and will receive an email with a link to a zip archive containing their binaries. At this point, a programmer can send a request to QA (namely QA-TR) asking to thoroughly test their binaries, making sure that their fix and/or new feature works as expected. If QA approves the changes, then the programmer can submit their changelist. This provides an added layer of security, helping to reassure that the current active build is functioning as expected. Since the archive option also involves changing two waf compile options, compilation times inevitably got longer. To work around this issue, IT set up dedicated trybuild machines whose sole role is to accept trybuild requests only when the archive options is ticked. This brought the trybuild system back to normal compilation times. QA The DE QA team spent December dealing with various in-house test requests for 3.0 and focused Squadron 42 testing. For 3.0, Hangar and shield test requests were completed for our Level Design and AI team, while additional testing for character movements was done for Animation. They also obtained in-game footage of the current state of various systems to be reviewed at a director level. Mission Giver testing was done for Ruto and Eckhart, as well as specific footage recorded for each of these NPCs with criteria provided by the Design team. DE QA eventually shifted focus to testing Squadron 42, specifically testing Combat AI, Flight AI wildlines, and AI turrets. They worked closely with the development teams designated for each of these sections as part of individual sprints to ensure that they had the needed QA support. For Combat AI, regular stand-up and review meetings were held leading up to the Squadron 42 Around the Verse holiday special. This involved reviewing the state of Combat AI daily and creating JIRA reports for any new issues called out during the review, as well as regular testing of the Combat AI. To test AI wildlines, they regularly played the vertical slice up to the dogfight that happens after quantum traveling to Gainey moon, then they had to ensure that all intended wildlines would trigger based on certain events performed by the Player. AI December was a very intense and productive month for the AI team. Regarding Subsumption, they introduced several new functionalities: the new Subsumption Event Dispatcher, the Mastergraph, and the Dynamic Trackview implementation. The Subsumption Event Dispatcher is a way to fully support the Subsumption events without relying on any other external system. It’s composed by a central system that allows user code to create and send an event. The events are created in a pool to allow the AI system to efficiently handle and reuse the allocated memory, and each signal lifetime is automatically managed by specific structures called Handlers that also allow fast access to the signal itself. User code can specify a direct event to an entity, or send an event to all the entities in a range from a specific location. Send events in a range is now zone safe and all the code efficiently uses the zone system for special queries and entity filtering. The Mastergraph is a way for building a relationship between multiple Subsumption activities. The team wants a general way for handling assignments (requests from designers), combat and regular activities. The Mastergraph allow them to specify transitions between our scheduled activities and other logic that should be executed when specific events are received. They also provided support for dynamic trackview scenes. A dynamic trackview scene is a cinematic scene where the participants can be replaced at runtime with actual AI NPCs. This allows the cinematic designers to work on their scene in a controlled environment. It also allows level designers to populate their level with NPCs that might have different activities, specific clothing, customizations, etc., based on how the Player affects the game. All the changes in the character might influence the real NPC characters and be part of the cinematic scenes. Also, dynamic trackview scenes can be potentially interrupted, so the AI system needs to know how to take over when and if that happens. Ships AI also got some attention last month. The Squadron 42 Vertical Slice showed the first version of the updated spaceship behavior. The current Movement System is in control for both on-foot and flying movement requests, and Subsumption is in charge of controlling the pilots/seat operators behaviors. The new spaceships are fully controlled by the NPC seating on the operator seats, each operator has specific behaviors to use the items they control. The first version of turrets has been implemented using Subsumption, and initial accuracy parameters introduced for the NPCs using seats items. The missions system progressed for the Star Citizen Alpha 3.0 release, introducing both environmental missions and interdiction. All the logic required for Office Admin NPCs was implemented to allow designers to create delivery and pickup missions. Additional work was done as well, which they’ll provide more details in the near future. CINEMATICS The Cinematic team spent the month hard at work prepping the relevant sequences and tech needed for the Squadron 42 Around the Verse holiday special . Here’s a small portion of what they’ve been recently working on. They scaled PCap performances for the character Vat Tagaca, played by Craig Fairbrass, to emphasize his real-life, intimidating body stature. They changed the base lighting of the Idris aft hangar deck, featured when the Argo arrives, to be darker and more moody than the standard light setup. There was much back and forth with AI and Cinematic Tools Engineers to get the AI functional and the tools to properly place them. Work was done to the Trackview Navspline tech that allows them to precisely puppeteer AI ships, like going from the interior zones to outside Shubin space seamlessly. They worked with engineering on several features that enrich the game cinematically. They prototyped and then enabled an always-on autofocus FSTOP based Depth Of Field (mostly for non-combat situations) that adds a filmic realism to walking around and exploring interiors. The team successfully created a couple of gold standard scenes, which take into account all departments necessary and represent the flow and interaction that will be applied to future applicable scenes. Tech that uses lightgroups as cinematic light layers for scenes was also completed. With default or custom individual timing of lights coming online, any scene can be tagged and a corresponding lightlayer triggered to fade in. This can be a light rig per scene or per location, as both are viable. The cine lighting rig will be used to push certain cinematics further than what the environmental base lighting provides. The cinematics team generally doesn’t go into too much detail, so they don’t spoil the story, but they’ll go into more detail on the Vertical Slice in a future update. ENVIRONMENT ART Last month, the DE Environment Art team spent time preparing for 2018 and the challenges ahead. It is always good to look back at the progress made during the year and realign the goals for the new year. A lot of preparation and R&D went into updating the planet tech and tools. As the game moves from moons to full planets with more visually diverse ecosystems, the team wanted to have more control and variety of colors and materials. Work is being done on updating the planet tech as well as the shaders used on the scattered assets. This allows them to have the visual palette they want in the upcoming locations. It also provides a nice visual update and boost in quality for our existing moons. SYSTEM DESIGN The System Design team spent December finalizing work on both 3.0 and the Squadron 42 Vertical Slice. A lot of the work went into the first major mission givers, Eckhart & Ruto, and ensuring there are no edge cases where they can get stuck or players can abuse them. Both presented different challenges, as each has their own conversation flow, way of being found and triggered. They also completed the first implementation of the Admin Officer for all our major locations. Once again, many edge cases had to be considered and a lot of work went into making sure the players can’t block him for too long or give him items that he can’t properly handle. There are still some issues, but the team is sorting out the solutions. Another big focus was FPS combat AI. It’s not finished but showing a lot of promise. The combat AI are beginning to act in a more believable manner, as they continue to add behaviors, adjust the timing of combat, and strive to get AI fights to feel challenging and fun to play. Things they also completed include: override pump upgrades to doors, hatches received locks that could be cut through, the beds in the Idris got upgraded with shutters, and more complex usables were added to make the game feel more alive. Turbulent TURBULENT December was a release month as the Turbulent team was instrumental in getting 3.0 in your hands! LAUNCHER Finally released, the new RSI Launcher replaces the CIG Patcher that was previously used to distribute the game assets to your desktop for Star Citizen 2.6 and lower. This release marks a major milestone for the team as the entire system that powers the launcher will allow us a direct integration path with the game where we will be now be able to open communication between your game sessions and the Spectrum client through integration points. This also opens the door for integrated anti-cheat sandboxing systems. Getting the launcher in your hands as part of 3.0 has been our team’s main focus for while as multiple rounds of testing on multiple platforms have taken place to ensure the new delta patcher, UI, installer and application shell perform well in all supported machine types and versions. 3.0 release also marks the deployment of the launcher backend which provides a new and secure way to distribute game update notifications and asset authorization to backers. ROADMAP A separate team was split from the main group to work on a new and updated Roadmap display engine for the producers at CIG to use to update the community on the schedule and plans for the game. This new engine will allow the producers to create releases, place them in time and have feature cards on each to describe a feature of the game planned for a specific period. We hope this new format will make the schedule updates more fun to read and will also help the teams produce more updates, as the backend systems provide more tools to update the schedule per feature card. SHIP SALES Our design team added life to the Tumbril Nova concept in December, fleshing out the first ground vehicle tank in the Star Citizen universe, inspired by 1980’s action figures. This week is your last chance to pick up a Tumbril Nova in the concept phase! WELCOME TO STAR CITIZEN Throughout December, the web team has been hard at work on the next iteration of the Star Citizen site. You can view a full report of our work on Welcome to SC in the January episode of ATV! We are hoping to launch a first pass of this new iteration in the first month of the year. Community Community While December is traditionally an action-packed month for Star Citizen, the team took it to the next level in 2017. On December 22nd, the Squadron 42 Vertical Slice was revealed during the Around the Verse holiday special and shared more than one hour of raw gameplay, including a special version with Director’s commentary from Chris Roberts himself. If you’re interested in more information about Squadron 42, you can enlist now to receive regular updates and exclusives on the updated Squadron 42 page here. The holiday special also introduced the legendary battle tank — the Tumbril Nova. This battlefield dominator is available through January 15, and you can find all of the details here. If the Holiday Special was not enough, the team published Star Citizen Alpha 3.0 to Live servers just before the holidays. This required a herculean effort by teams around the globe and we’re not finished just yet! Releasing Alpha 3.0 has opened the gates for what promises to be an exciting new year of updates to the Star Citizen universe. If you’re curious to see what’s next, you’ll be able to check in with our updated roadmap for 2018 that will come online with the revised RSI website. We said it last month, but we’ll say it again — thank you to each and every one of the dedicated testers who helped make the release of Alpha 3.0 possible. We truly appreciate you and your efforts! Thanks to the release of Alpha 3.0, we have also seen a massive influx in community-created content submitted to the website. We highly encourage you to browse the Community Hub and check out all of the new videos, screenshots, guides, music, 3D prints, and more. Keep ‘em coming! Lastly, we’ve taken the time to go through and organize your feedback on a variety of topics. We’re in the process of planning and executing some fun changes that you’ll see rolled out during the new year. And with that, we’ll see you in the ‘Verse! Conclusion WE’LL SEE YOU NEXT MONTH… View the full article
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